It's just an instakill if you die in cyberspace. If you have a restoration chamber up on that floor, you should be fine outside of some timewasting. It does remove all cyberspace consumables from your avatar inventory tho so be careful still.
@@SomeGuy-mt4hq i work 80 hours a week, and even I'm not at work, I'm working on home and yard transformation... I've maybe seen 5-6 movies in those 4 years... I used to spend my life focused on entertainment, but now I'm just too busy.
My Wednesdays are so much better because of these videos. As someone who rarely ever replays games after I've beaten them, this has me so excited to download System Shock and play it again and again.
Ghost recon breakpoint custom difficulty rules. One of the most varsatile difficulty system ever. Glad to see system shock remake lets you customise the difficulty this much.
@@ST33LE01 After all the updates, breakpoint is easily one of the best tactical shooters out there right now. If you are a fan of tactical shooters, breakpoint is a must now.
@@MILDMONSTER1234 I beg to differ. It's more like grand theft auto but tactical meets metal gear solid. Even then to me the world is much more gorgeous and living-breathing compared to any other games.
The Last of Us series and Ghost Recon Breakpoint have both done a good job of this honestly, so it's good to see big devs taking thst consideration seriously
Just one thing, the time limit is 10 hours, not 5. But other than that, yeah. I went through it on 2122, with the mission on easy, so I don't lose important items, like other people have done (cough, Abe, cough). Then 3233, and then finally on 3333, the time limit really added a lot to the challenge. In the original, you had 7 hours, but now there's scrapping and recycling, so there's more time added to compensate. Still, a competent player can get it done in roughly 6-7 hours, while exploring most of the station and not cheating/noclipping. It's a brilliant game.
This is great news, It's refreshing to see such an in depth and customisable difficulty system, adds to replay value as well, I am tired of tryhard "challenging" games like dark souls that require endless hours invested and punch with "brutal" combat, it was something silent hill games did well in letting you choose puzzle and combat difficulty separately, personally I liked the challenging puzzles but hated the clunky combat of silent hill so play more for the story, I am sure many aren't fussed about aspects of system shock combat and play more for the immersive setting, puzzles, hacking etc and vice versa.
I know im late to this video but this game seems like gem that i need in my collection. Never played the old one but im a big fan of immersive sim games. My question is can you turn the hud completly off? Im a no hud gamer. Thats the only thing keeping me from buying it. Great vid btw😊
It apparently was 5 in early builds, then got upped to 10 for release. The original game had a 7 hour limit on hard, and you would usually complete at around 5 even if doing everything (but, to be fair, the slower pace of the remake make comparisons on this sort of pointless)
Just set cyber space to setting 1, it’s far less tedious. I’d even go as far as to set combat to 1 too as it can get pretty tough even on 2 mid-game. 1 feels about right especially for someone who just wants to casually play.
Celeste has really good module difficulty setting options. And I've always argued that RPG's from From Software (especially Elden Ring) have their difficultly settings in world, with builds, gear, and under/over-leveling.
Im playing in combat 3, its absolutely ruthless and harsh..... game is good but i regret setting combat so high.... almost done with my 1st playthrough btw and enjoying the game so far
It would have been nice to be able to change difficulty settings mid playthrough as I'm now stuck with the mission level 2 settings with no waypoints, It's still intriguing to explore without map markers and reading logs, but I would appreciate at least faint markers to keep my direction semi-clear. Still great game and can't wait for the sequel being remade, never got to experience this one back in the day.
I haven't played or seen System Shock ever before, so this remake was the first time I heard of it. Apart from the custom difficulty setting, it looks like such an intriguing game otherwise too. Even in the current, remade version, the 90s futuristic, cyberpunk artstyle is so unique and unlike anything I have seen in modern games. The fact that even in the original game, there were qualities like the lack of a quest log and adjustable difficulty really points to this being a seminal and era defining game. Gonna check it out asap. This new slate of shows is absolutely amazing. I bet the people behind each video had loads of ideas for deep dives & features stored away. I'm glad all of those are being finally made into actual content. Keep up the great work!
first time experience with this game in general, the time limit aspect seems amazing but is it really that hard to do without prior knowledge? wanna do a challenge with everything on 3
40k Mechanicus giving you a choice to do whatever with over a dozen difficulty sliders. Tbh the best part is to make both you and enemies OP as heck and watch both sides at their peak.
Multifactor difficulty is a really cool thing. Weirdly enough, it was abandonned in System Shock 2 IIRC. Eidos Montreal did this multifactor difficulty settings with Shadows of the Tomb Raider and Guardians of the Galaxy. Hopefully they'll continue to do so in future projects. Horizon Forbidden West, while not offering the same level of granularity does have ways to tweak the difficulty. The main difficulty setting is all about combat but it also has an exploration difficulty settings at the beginning, guided vs. explorer. Once in the game, the settings let you finetune those elements including disabling quest following altogether. This forces you to rely only on NPC's indications and landmarks to find your way in the world (map icons and hud can also be disabled).
Mark LeBlanc talked about the reason behind the System Shock 1's customizable difficulty. He stated that they thought that difficulty sliders would get more nuanced as time went on. He noted that SS1's difficulty customization was based on a proposal for the pen and paper RPG called Traveler. That would have made it so that the Game Master had certain restrictions on the conditions that they could change once a game was started.
2112 seems best for me! I like combat, but not a huge puzzle fan. Don't want to spend too much time in the cyberspace even though it's super cool, I'd rather spend it spelunking through citadel station and immersing myself. Thanks for the explanations! Is it possible to change difficulty mid-game? Just in case I find the puzzles too easy, or get lost and need a way point to get me back on track.
I can probably deduce why you don't see custom difficulties that often. It takes more resources. Making the enemies take and deal out more damage is probably just a number change. Making puzzles easier or harder means there are about three times as much content required for one part of the game. More and more games aren't complete on release. They probably are not given enough anything to get into custom difficulties.
Except... not really? If there are difficulty settings in a game, those settings are the modular settings for each aspect. The only time this could be an issue is if systems collide, like puzzles and combat. You don't have to make anything extra if you already have the assets. System Shock has the 3 aspects for one game, not 81 (3^4).
@@FlameSoulis I do not understand what you think I said. I state that being able to control the difficulties of more aspects of a game takes more resources. Many games today come out in an unfinished state. Therefore they didn't even have the resources they need to finish a game. Let alone get into engineering it to be able to adjust the difficulties of different aspects of the game. I point out that making combat more or less difficult can be the simplest adjustment as you can change numbers. I then use puzzles as probably one of the harder aspects to adjust the difficulty on. Silent Hill 2 allowed you to adjust the puzzle difficulty and each level had completely different puzzles. Therefore tripling the resources required to make them. You seem to believe that I am claiming that all difficulty aspects require their own assets when I point out that they don't. Only some of them may.
This difficulty selection is actually almost the same as the OG one so it is from 1994. Very hard to believe that in 1994 this kind of custom difficulty was possible. Nowadays 90% of game difficulty is basically %dmg dealt and taken scalar sometimes even AI is the same.
The OG 1994 game even took it further as you could set each difficulty to 0 to turn off that aspect of the game completely. Yes, this meant if you put Mission on 0 you would turn off the story and all quests entirely and essentially be left with a pure sandbox. If you put Combat to 0 enemies would not attack and always die in one hit, etc etc.
I dont think video games should have any difficulty options, its not my job to decide what gameplay experience works best, as a developer you should have the confidence to know what difficulty level best suits your intended experience And this isn't a "there shouldn't be an easy mode" argument per say, as some video game experiences are meant to act as a power fantasy and should be relatively easy, but I shouldn't have to decide that
It’s no rewarding and anyone who is normal would not enjoy a game that was you explore for hours without a objective it’s an old fashioned system that needs to be completely changed in modern games
Creating a flexible difficulty system in a game is a direct path to becoming a game that you don't like. This creates too many variations. It is much better to create one, but adjusted complexity. because how can a player assume what level of puzzles suits him or what level of combat he will prefer in a particular game without playing it.
You are right for most games. But there are few genres in gaming that doesn't fall into that category. After all not every game will feature puzzle and something alike. For example a tactical mil sim game is a very different genre. Game in question is ghost recon breakpoint. If you play breakpoint, you will know that what kind of customisable difficulty it offers at any in game given time which makes the game more enjoyable than anything else because variations is a part of that games core experience and similar games. And replaying a game is also a part of the fun.
this is truly an incredible remake
Sshock was really ahead of its time, and I'm so glad Nightdive kept the difficulty settings intact.
I saw the "die in the game, die in real life" option yesterday... but didnt take it cause you never know :D
I wouldn't risk it mate
It's just an instakill if you die in cyberspace. If you have a restoration chamber up on that floor, you should be fine outside of some timewasting.
It does remove all cyberspace consumables from your avatar inventory tho so be careful still.
This Game Looks Amazing.... Haven't played a video game in 4 years, might have to get this.
Dude it’s so fantastic
@@JNCGaming the original or is this out?
@@austintreesJust released yesterday, getting very good reviews.
Why haven't you played a game in 4 years? There's a lot of good stuff
@@SomeGuy-mt4hq i work 80 hours a week, and even I'm not at work, I'm working on home and yard transformation... I've maybe seen 5-6 movies in those 4 years... I used to spend my life focused on entertainment, but now I'm just too busy.
My Wednesdays are so much better because of these videos. As someone who rarely ever replays games after I've beaten them, this has me so excited to download System Shock and play it again and again.
Ghost recon breakpoint custom difficulty rules. One of the most varsatile difficulty system ever. Glad to see system shock remake lets you customise the difficulty this much.
Probably the only good thing to come from breakpoint.
Good ol Ubisoft. Making everything but the games themselves actually good.
@@ST33LE01 After all the updates, breakpoint is easily one of the best tactical shooters out there right now. If you are a fan of tactical shooters, breakpoint is a must now.
@@mohammadashikurrahman7530 honestly it’s more akin to open splinter cell then anythign else
@@MILDMONSTER1234 I beg to differ. It's more like grand theft auto but tactical meets metal gear solid. Even then to me the world is much more gorgeous and living-breathing compared to any other games.
The Last of Us series and Ghost Recon Breakpoint have both done a good job of this honestly, so it's good to see big devs taking thst consideration seriously
The Long Dark actually features a great range of customizable difficulty options, at least in Survival.
Just one thing, the time limit is 10 hours, not 5. But other than that, yeah. I went through it on 2122, with the mission on easy, so I don't lose important items, like other people have done (cough, Abe, cough). Then 3233, and then finally on 3333, the time limit really added a lot to the challenge.
In the original, you had 7 hours, but now there's scrapping and recycling, so there's more time added to compensate. Still, a competent player can get it done in roughly 6-7 hours, while exploring most of the station and not cheating/noclipping. It's a brilliant game.
Thank you for the recommended difficulty.
Wasn't sure myself what to try first.
Project Zomboid and V Rising are two games I know that offer a really deep difficulty customization.
Ghost Recon: Breakpoint and Dishonored 2 comes to mind too, a buuunch of settings to tinker with
Yeap, I was about to mention Dishonored 2 as well. A dozen of variables or so.
This is great news, It's refreshing to see such an in depth and customisable difficulty system, adds to replay value as well, I am tired of tryhard "challenging" games like dark souls that require endless hours invested and punch with "brutal" combat, it was something silent hill games did well in letting you choose puzzle and combat difficulty separately, personally I liked the challenging puzzles but hated the clunky combat of silent hill so play more for the story, I am sure many aren't fussed about aspects of system shock combat and play more for the immersive setting, puzzles, hacking etc and vice versa.
I know im late to this video but this game seems like gem that i need in my collection. Never played the old one but im a big fan of immersive sim games. My question is can you turn the hud completly off? Im a no hud gamer. Thats the only thing keeping me from buying it. Great vid btw😊
Thank you explained it well
It's 10 hours, 5 hours would be insane.
It apparently was 5 in early builds, then got upped to 10 for release. The original game had a 7 hour limit on hard, and you would usually complete at around 5 even if doing everything (but, to be fair, the slower pace of the remake make comparisons on this sort of pointless)
The cyber space portion puts me off this game
Its not so bad, it takes me like 5 minutes to speedrun it but yes its the weakest part of the game and my eyes hurt
Just set cyber space to setting 1, it’s far less tedious. I’d even go as far as to set combat to 1 too as it can get pretty tough even on 2 mid-game. 1 feels about right especially for someone who just wants to casually play.
Celeste has really good module difficulty setting options. And I've always argued that RPG's from From Software (especially Elden Ring) have their difficultly settings in world, with builds, gear, and under/over-leveling.
I hate puzzles, so love this so much
Im playing in combat 3, its absolutely ruthless and harsh..... game is good but i regret setting combat so high.... almost done with my 1st playthrough btw and enjoying the game so far
Warhammer Mechanicus also does custom difficulty well.
It would have been nice to be able to change difficulty settings mid playthrough as I'm now stuck with the mission level 2 settings with no waypoints, It's still intriguing to explore without map markers and reading logs, but I would appreciate at least faint markers to keep my direction semi-clear. Still great game and can't wait for the sequel being remade, never got to experience this one back in the day.
Just beat it a week ago and feel the same. The lack of walkthroughs makes certain parts awful
I haven't played or seen System Shock ever before, so this remake was the first time I heard of it. Apart from the custom difficulty setting, it looks like such an intriguing game otherwise too. Even in the current, remade version, the 90s futuristic, cyberpunk artstyle is so unique and unlike anything I have seen in modern games. The fact that even in the original game, there were qualities like the lack of a quest log and adjustable difficulty really points to this being a seminal and era defining game. Gonna check it out asap.
This new slate of shows is absolutely amazing. I bet the people behind each video had loads of ideas for deep dives & features stored away. I'm glad all of those are being finally made into actual content. Keep up the great work!
first time experience with this game in general, the time limit aspect seems amazing but is it really that hard to do without prior knowledge? wanna do a challenge with everything on 3
Yes. It's already not an easy game.
More games should do this, give the game freedom of choice.
03:50 what a relief, I thought on that difficulty you get a heart attack or your PC electrocutes you when you die in game.
Ngl, you get points just for mentioning: The lawn mower man. Such a great film.
40k Mechanicus giving you a choice to do whatever with over a dozen difficulty sliders. Tbh the best part is to make both you and enemies OP as heck and watch both sides at their peak.
why no 0 option like the original lol, I just want to take a walk in citadel station.
System Shock Remake should be a GOTY contender!
Multifactor difficulty is a really cool thing. Weirdly enough, it was abandonned in System Shock 2 IIRC.
Eidos Montreal did this multifactor difficulty settings with Shadows of the Tomb Raider and Guardians of the Galaxy. Hopefully they'll continue to do so in future projects.
Horizon Forbidden West, while not offering the same level of granularity does have ways to tweak the difficulty. The main difficulty setting is all about combat but it also has an exploration difficulty settings at the beginning, guided vs. explorer.
Once in the game, the settings let you finetune those elements including disabling quest following altogether. This forces you to rely only on NPC's indications and landmarks to find your way in the world (map icons and hud can also be disabled).
Mark LeBlanc talked about the reason behind the System Shock 1's customizable difficulty. He stated that they thought that difficulty sliders would get more nuanced as time went on. He noted that SS1's difficulty customization was based on a proposal for the pen and paper RPG called Traveler. That would have made it so that the Game Master had certain restrictions on the conditions that they could change once a game was started.
Why is there so much fps hitching in this footage
The new Tomb Raider trilogy comes to mind that allows u to toggle difficulty for specific parts of the game, particularly Rise and Shadow.
2112 seems best for me! I like combat, but not a huge puzzle fan. Don't want to spend too much time in the cyberspace even though it's super cool, I'd rather spend it spelunking through citadel station and immersing myself. Thanks for the explanations!
Is it possible to change difficulty mid-game? Just in case I find the puzzles too easy, or get lost and need a way point to get me back on track.
Nightdive really did a full ten commandments on this remake
Am i the only one who thought this video was going to discuss more games having no hud? Either way great video, subverted my expectations
Pathfinder: kingmaker and Wrath of the righteous are great at this
I can probably deduce why you don't see custom difficulties that often. It takes more resources. Making the enemies take and deal out more damage is probably just a number change. Making puzzles easier or harder means there are about three times as much content required for one part of the game. More and more games aren't complete on release. They probably are not given enough anything to get into custom difficulties.
Except... not really? If there are difficulty settings in a game, those settings are the modular settings for each aspect. The only time this could be an issue is if systems collide, like puzzles and combat. You don't have to make anything extra if you already have the assets. System Shock has the 3 aspects for one game, not 81 (3^4).
@@FlameSoulis I do not understand what you think I said.
I state that being able to control the difficulties of more aspects of a game takes more resources. Many games today come out in an unfinished state. Therefore they didn't even have the resources they need to finish a game. Let alone get into engineering it to be able to adjust the difficulties of different aspects of the game.
I point out that making combat more or less difficult can be the simplest adjustment as you can change numbers.
I then use puzzles as probably one of the harder aspects to adjust the difficulty on. Silent Hill 2 allowed you to adjust the puzzle difficulty and each level had completely different puzzles. Therefore tripling the resources required to make them.
You seem to believe that I am claiming that all difficulty aspects require their own assets when I point out that they don't. Only some of them may.
Btw at the time of this recording the easy mission difficulty that says it gives you way points does not it’s bugged hope they fix it soon
Neat! 📸
This difficulty selection is actually almost the same as the OG one so it is from 1994.
Very hard to believe that in 1994 this kind of custom difficulty was possible.
Nowadays 90% of game difficulty is basically %dmg dealt and taken scalar sometimes even AI is the same.
The OG 1994 game even took it further as you could set each difficulty to 0 to turn off that aspect of the game completely. Yes, this meant if you put Mission on 0 you would turn off the story and all quests entirely and essentially be left with a pure sandbox. If you put Combat to 0 enemies would not attack and always die in one hit, etc etc.
All games should make an immersion mode.
It’s 10 hours, not 5.
While I agree with this, only certain games need this kind of customization as it can dilute value from developer and designer in some cases not all.
Warhammer Mechanicus has a custom difficulty menu that lets the player change just about everything in a very granular way.
I dont think video games should have any difficulty options, its not my job to decide what gameplay experience works best, as a developer you should have the confidence to know what difficulty level best suits your intended experience
And this isn't a "there shouldn't be an easy mode" argument per say, as some video game experiences are meant to act as a power fantasy and should be relatively easy, but I shouldn't have to decide that
FNAF Custom night : :(
will the system shock remake be release on home consoles too or just pc?
People should keep in mind that this is still "normal difficulty" by 1994 standards. You won't be pew-pewing through this game.
Custom difficulties were a standard part of games in the 90s.
10 hours not 5 it was 7 in OG
No one will mention Space Rangers anyway, so it have to be me.
It’s no rewarding and anyone who is normal would not enjoy a game that was you explore for hours without a objective it’s an old fashioned system that needs to be completely changed in modern games
I mean... NO hud is like real life but then you forget how thing work.... but eh..realism vs info need it... it matter pick.
its not on console
Creating a flexible difficulty system in a game is a direct path to becoming a game that you don't like. This creates too many variations. It is much better to create one, but adjusted complexity. because how can a player assume what level of puzzles suits him or what level of combat he will prefer in a particular game without playing it.
You are right for most games. But there are few genres in gaming that doesn't fall into that category. After all not every game will feature puzzle and something alike. For example a tactical mil sim game is a very different genre. Game in question is ghost recon breakpoint. If you play breakpoint, you will know that what kind of customisable difficulty it offers at any in game given time which makes the game more enjoyable than anything else because variations is a part of that games core experience and similar games. And replaying a game is also a part of the fun.
But most games are too brain dead and story focused for difficulty to even matter anymore... So this already aplies to very few games as a start.
Let's pretend GameSpot are literate.
It's "lets," not "let's." You can afford to read sometimes lol.
Thanks for the catch! Fixed it
mann I should not have put the puzzle difficulty at max, the junction box puzzles are insane